Tweaks all fatigue/encumbrance/movement settings to be more realistic and provide better gameplay. Adds immersive blur/pant fatigue warnings. Adds to all actors fatigue drains for health/encumbrance, fatigue burns for standing/walking/climbing, fatigue/movement based chance of stagger/trip, and NPC/creature panting/grunting. Includes repair fatigue utility.

Inspired by the mods "More Realistic Encumberment and Fatigue" by Bayli & Mentalor, "Immersive Health Indication" by Oblivionmasta, and "Running Revised" by Deathless Aphrodite. Thanks to hfffoman for providing the NPC panting sounds. Designed to work together with Realistic Health, Realistic Leveling, and Carry Sacks but does not require them.

Introduction------------

This is a modification for Elderscrolls:Oblivion that improves how fatigue, encumbrance, and movement work. In Oblivion by default, any character can regenerate fatigue while running, even when carying as much as they can lift. Endurance has no impact on regeneration rate of fatigue, and it recovers so fast fatigue affecting potions and spells are useless. Encumbrance has no affect on fatigue at all. If you go over the magic encumbrance limit, you can't move, but if you are just below it, you can run forever. Fatigue and health have only bars to indicate how low they are. Right up until the moment of death or collapse you appear unimpaired, making your death a suprise every time it happens.

The mod attempts to address these problems and provide a better gaming experience by making fatigue more important and realistic. It affects all actors equally and doesn't just disadvantage the player. It attempts to be simple and easily configurable, with minimal game changes so it should be highly compatible with other mods. It has the following features;

* Fully configurable using a RealisticFatigue.ini settings file. The default settings provided should work for most users. All features can be adjusted or turned off if required. Supports both advanced and simple modes where advanced settings can be set directly or auto-calculated from simple high level settings.

* Adds immersive visual blur and panting sounds that gradually increase in intensity and frequency as player fatigue gets lower. You will notice when you are getting fatigued.

* Tweaks all fatigue, encumbrance, and movement game settings to be more realistic and provide better gameplay. The settings are based on research into real human fatigue, encumbrance, and movement models.

* Uses a Fatigue Effects ability applied to all actors so that scripted effects are applied equally to all actors including creatures, NPCs, and the player. Even your horse will start to whinny and stumble if you ride it too hard.

* Adds fatigue drains for low health and high encumbrance. Your fatigue reserve is reduced when you are over encumbered and when your health drops.

* Adds extra encumbrance based fatigue burns for standing, walking, and climbing uphill. Fatigue burns for walking and running are slightly reduced when going downhill. Sitting removes any encumbrance based fatigue drains and burns, so your fatigue will recover faster if you sit down.

* Adds fatigue, movement, and terrain based chances of staggering or tripping. You are most likely to stagger or trip on landing or hitting a step. Running sidewards or backwards increases the chance of tripping or staggering, and high agility and luck reduce it. The chance increases as fatigue gets low, so you will see your enemies start to stagger and trip as you wear them down.

* Adds NPC lipsynced panting for NPCs and creature "hit" grunting sounds when they get low fatigue. You can hear when your enemy is getting worn down, or your horse is being ridden too hard and might stumble.

* Adjusts all horse's fatigue to be more realistic so that horses are harder to knock out and don't get fatigued as easily.

* Uses OBSE to find and apply effects to all actors in a way that does not leave anything behind in savegames, so it can be safely deactivated with no special install/uninstall requirements or risks.

* Very clean and efficient scripts that should not cause any noticeable FPS impact on even low end machines.

* Includes a repair fatigue utility to repair fatigue drains left behind by deactivated mods. At the console just run "startQuest aaRFRepair".

With the default settings in practice these changes make endurance, encumbrance, and fatigue matter. Endurance and encumbrance now directly impact on fatigue in highly visible ways. A higher endurance makes your fatigue regenerate faster, but it recovers slow enough that fatigue affecting potions and spells are useful. Standing, walking, running, climbing, and jumping now drain fatigue depending on how much you are carrying. Only the mightiest athletes wearing just a loincloth can run forever. Everyone else running will eventually start to blur, pant, stagger, and trip. Though the encumbrance limit is higher, carrying too much drains your fatigue more. You can lift more if you have to, but more than 50% encumbrance is unsustainable and can only be done for short bursts with rests in between. You should try to stay below 33% encumbrance to be effective in combat, but the lower the better.

I recommend my Carry Sacks mod as a convenient way to carry all your loot in a container that you can drop for combat and pick up again afterwards.

Installation------------

You do not need to perform any special uninstall operations when upgrading from previous versions of Realistic Fatigue. The included fatigue repair utility will automatically remove any fatigue drains left behind by older versions. To install just;

3) Run OBMM and create an OMOD by clicking on "Create; Add archive", selecting this archive, agreeing to import omod data, and clicking on "Create omod".

4) Activate this omod with OBMM.

5) Select the config options presented to suit your preferences.

Note OBMM automatically launches OBSE if you have it installed when launching Oblivion. If you really must install this without using OBMM then you will have to edit the RealisticFatigue.ini file and replace all the tags with values, otherwise this mod will not work correctly.

DeInstallation--------------

You don't need to do anything special to uninstall this mod. It should be safe to just deactivate this mod in OBMM. Fatigue effects will be removed and fatigue will recover normally to the correct levels.

Usage-----

You don't need to do anything special to use this mod. Just activate it with OBMM and you will start to feel the effects. Load order is not important, but you should be aware that game settings are set from the RealisticFatigue.ini file when games are loaded. Make sure that any other mods that change the same game settings via scripts and config files are using the same values. All features can be adjusted or disabled by settings in the RealisticFatigue.ini config file in the Oblivion\Data folder. See the config file for details on what all the settings are and how they work.

The repair fatigue utility is a quest that can be run at any time from the console. It fully restores your fatigue and removes any lingering drains that might have been applied by removed mods. It is automatically run when this mod is first loaded to remove any drains left behind by previous versions of RealisticFatigue. To run it manually at the console, just do;

startQuest aaRFRepair

Implementation--------------

Writing this mod required a lot of research and experimenting to find out what all the undocumented settings do. This research behind the modified settings is now documented on the TES Oblivion wiki at;

I also have very rough documentation on the encumbrance, fatigue, and movement research i did available on my wiki at;

http://minkirri.apana.org.au/wiki/RealisticFatigue

See the RealisticFatigue.ini configuration file for details of all the settings changed. New settings similar to the running and jumping settings have been added as quest variables for standing, walking and climbing fatigue burns. The standing fatigue burn is a bit different and uses fFatigueStandMult*encumbLevel^2. This means fatigue burned standing is minimal unless you are lifting very large amounts. Most values are scaled between 0 and 1 using the following values;

The fatigue drain for low health or high encumbrance uses the following formula, where healthGain defaults to 1.05 and encumbGain defaults to 1.0. This makes you collapse just before zero health or at full encumbrance. At 1/2 health your fatigue will be drained by 1/4. At 1/2 encumbrance your fatigue will be drained by 1/4;

The blur effect uses the hitshader with increasing intensity and frequency for each heartbeat every 1.0 to 0.3333 seconds (60 to 180 beats per minute). The pant effect plays increasing volume panting sounds every 4 heartbeats. The blur and pant effect intervals and intensities use the following formulas, where blurGain defaults to 2.0 and pantGain defaults to 1.0. This makes you start to very faintly blur/pant at 1/2 fatigue. At 1/4 fatigue you blur/pant noticably, and as you approach zero fatigue you blur/pant excessively;

The NPC lipsync panting uses the same formulas but uses different single-pant sounds every 2 heartbeats, and does not include any blur. For creatures, the creature's "hit" sound is played every 4 heartbeats. The setting used to adjust the intensity for NPC's and creatures is npcPantGain.

The probability of tripping and staggering depends on fatigue, movements, and agility modified by luck (see FActorLuckSkillMult on CS wiki). The percentage chance of tripping every 1secs, or when you land or hit a step uses the following formula, where staggerGain defaults to 0.04 and tripGain defaults to 0.02. These settings are approximately the probabilty of staggering/tripping when running backwards or with zero fatigue. The fatigueTripGain and moveTripGain settings can be used to adjust how much affect fatigue and movement have, and both default to 1.0.

By default horses have only 50 fatigue which is stupidly low. Also, riders and rider equipment do not count as encumbrance. The horseEncumbMult (default 0.2) scales horse encumbrance to take into account horses are large and can carry more than their 50 strength gives. When the fatigue ability is applied to horses it will adjust their fatigueBase and calculate their encumbrance as;

Sometimes after waiting the ability running on nearby actors seems to be stalled until something interacts with them. This means they will not have any of the scripted fatigue effects until you interact with them.

1.2 by Donovan Baarda (abo) - Introduced different volume panting sounds so that panting gradually increases in volume as well as frequency with fatigue. - Lowered blur peak intensity from 4.0 to 3.0. - Changed blur/pant intensity formula from x^4 to x^3 so onset is more gradual.

1.5 by Donovan Baarda (abo) - Fixed and tuned all fatigue settings to be less harsh for low level characters. - Changed fFatigueReturnBase from 0.1 to 2.0 and fFatigueReturnMult from 0.08 to 0.06. - Changed fFatigueRunBase from 5.0 to 6.0 and fFatigueRunMult from 15.0 to 12.0. - Changed fFatigueJumpBase from 10.0 to 12.0 and fFatigueJumpMult from 30.0 to 24.0. - Added settings fFatigueAttackWeaponBase 4.0 and fFatigueAttackWeaponMult 0.1.